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Wiki Needs More Info on Attributes Options
Semnae
Posted: Wednesday, January 16, 2008 1:32:28 AM
Rank: Newbie
Groups: Member

Joined: 1/16/2008
Posts: 5
Location: Texas
The Wiki is missing a lot of information on the attributes that is very important for character planning for every class.

Problem 1: Accuracy Rate - What does the number really mean? We can assume that a higher number is better, resulting in fewer misses, but how does number actually relate to game play? The Warrior class starts with an Accuracy Rate of 50. Does this mean that he only hits 50% of the time? I don't think so.

Problem 2: Dodge Rate - My Warrior's current dodge rate is 92. What does this mean? Again we can assume higher is better, but I still can't figure out how this relates to game play. I'm positive monsters aren't missing me 92% of the time.

Problem 3: Def - Knowing how physical and magical defense affects your character during gameplay is an important factor toward determining whether upgrading to a particular armor is really worth the cash. Once again, we are just given an arbitrary number.

Problem 4: Atk - Is this a base damage before the opponents Def, ect are factored in? Or is it an arbitrary number like what's listed above?

Problem 5: Criticals - All characters start with a 1% critical rate, and this is increased by 1% per every 20 points toward agility. The question is, how much more damage does a critical do than your non-critical attack? I want to know whether or not a fist fighter can do more damage per second than an axe wielding warrior.
Sabertooth77
Posted: Wednesday, January 16, 2008 5:15:24 AM
Rank: Newbie
Groups: Member

Joined: 1/9/2008
Posts: 7
Accuracy Rate : Accuracy (your accuracy) is listed on the monster's box when you select it. Weapon choice plays a small role in accuracy, as does agility.

Werebeast: Beast begin the game with 80% for axes and hammers. Around 20 points of agility is 2% accuracy increase. The number shown in accuracy on the character sheet is a roughly a decemal, lik 160 would be 1.6% increase to accuracy.
Accuracy has a base line which is based on weapon , even high evasion monsters will only reduce you to the base accuracy. It seems accuracy is reduced by dodge %.

Dodge Rate: Dodge rate (your dodge rate) is listed on the monster's box when you selection. 5 Agility is around 1% dodge.

Dodge rating is shown on the character sheet as decemal. Like 160 would be 1.6% increase to base. Dodge gear and items add a decemal %, like +30 dodge would be .3% dodge.
Dodge doesnt factor into monster hunting much, its a major factor in pvp.

Defense: Defense rating show how much damage done is reduced by. The damage reducation greater changes level to level, the defense shown is in relation to same con monsters and players.

536 defense at 10 might give you 50% reducation in damage vs. level 10. But at lvl 11 , that same figure might only give 35%, or less.

Magic defense is the same way.
In PvP , defense is less important than pve , as pvp damage , armor rating and magic defense are bit lessen.

Attack : Attack shown is a range, str bares alot on out come of max damage vs min damage. Max damage is often hit more so when your str is beyond that of weapon requirement. Min damage is often hit more when your str is min for the weapon requirement or when the str is lower than weapon requirement.
Monster and player defense reduce damage by a %, like player armor.

Criticals - (not proven yet) each class has a base critical rate that comes from there weapon/ class. The critical % shown is a modifier to the base critical rate.

Critical damage is your next attack doubled. If your hitting for 800 it would be 1600. It is a range of numbers based on magic or attack score, so you might be hitting 600 , then 800 , then 1200 with criticals.
Hammers , axes , and staffs have some of the highest critical scores but also the lowest. Magic swords have best average critical scores.
Pelican
Posted: Wednesday, January 16, 2008 7:34:09 AM
Rank: Servant
Groups: Member , Wikiperia

Joined: 8/10/2007
Posts: 186
Location: Austria
oh its you acc and dodge rate? i thought thats the rates of the mob :P

Human Mage - Level 59 (inactive)
Werebeast - Level 80+ (inactive)
Semnae
Posted: Wednesday, January 16, 2008 8:24:56 PM
Rank: Newbie
Groups: Member

Joined: 1/16/2008
Posts: 5
Location: Texas
Thanks for all the information Sabertooth! I'll start editing the Wiki to reflect this

Pelican wrote:
oh its you acc and dodge rate? i thought thats the rates of the mob :P


I was curious about this too, but it's easy to find out. Start with a character with undistributed stat points, select a monster, take note of his Aim and Dodge percent, and add points to your agility one at a time until the Aim and Dodge figures in the box change. If the figures go up, they are your stats in relation to the monsters stats; if they go down they are the monsters stats in relation to yours.

Edit: I have confirmed it. It is your rates. What I'm trying to wrap my mind around is how are those figures calculated?

Sabertooth77 wrote:
Attack : Attack shown is a range, str bares alot on out come of max damage vs min damage. Max damage is often hit more so when your str is beyond that of weapon requirement. Min damage is often hit more when your str is min for the weapon requirement or when the str is lower than weapon requirement.
Monster and player defense reduce damage by a %, like player armor.


I'm not so sure about this. I consider the Atk range to be like a dice roll. A random number is selected between those two numbers, and that is your damage before the opponents def is calculated in. The reason I doubt your method is because if you were right, there would be no randomization of your Atk and hitting the same monster over and over again would always give you the same number for damage.

My hypothesis also has it's flaws. The attribute description clearly states that Str raises your Physical Attack Power. At first, I thought this meant your Physical Atk, but after testing, adding strength does not improve this figure. Your Physical Atk is instead determined by your level bonus and weapon. If I'm right, then we will all have to accept that the idea that Str improving your damage is a myth and that Str improves your Def alone.
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